/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
==============================================================================

boss3

==============================================================================
*/

#include "g_local.h"
#include "m_boss32.h"

void Use_Boss3(edict_t *ent, edict_t *other, edict_t *activator)
{
    gi.WriteByte(svc_temp_entity);
    gi.WriteByte(TE_BOSSTPORT);
    gi.WritePosition(ent->s.origin);
    gi.multicast(ent->s.origin, MULTICAST_PVS);
    G_FreeEdict(ent);
}

void Think_Boss3Stand(edict_t *ent)
{
    if (ent->s.frame == FRAME_stand260)
        ent->s.frame = FRAME_stand201;
    else
        ent->s.frame++;
    ent->nextthink = level.time + FRAMETIME;
}

/*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)

Just stands and cycles in one place until targeted, then teleports away.
*/
void SP_monster_boss3_stand(edict_t *self)
{
    if (deathmatch->value) {
        G_FreeEdict(self);
        return;
    }

    self->movetype = MOVETYPE_STEP;
    self->solid = SOLID_BBOX;
    self->model = "models/monsters/boss3/rider/tris.md2";
    self->s.modelindex = gi.modelindex(self->model);
    self->s.frame = FRAME_stand201;

    gi.soundindex("misc/bigtele.wav");

    VectorSet(self->mins, -32, -32, 0);
    VectorSet(self->maxs, 32, 32, 90);

    self->use = Use_Boss3;
    self->think = Think_Boss3Stand;
    self->nextthink = level.time + FRAMETIME;
    gi.linkentity(self);
}
